No Rest for the Wicked Together Update Patch Notes Sneak Peak
????️ Early Access Patch Notes - TogetherHey folks,We hope you are all as excited as we are for the launch of No Rest for the Wicked’s Together early access update tomorrow (or today depending on where you are)! Here’s a sneak peak at the Patch Notes for what’s coming! This update is a big step forward, with major performance improvements, smoother combat, clearer animations, deeper systems, and a long list of quality of life upgrades for both single player and co-op.Tomorrow marks a new beginning for co-op in the ARPG and Souls like space with free private and persistent realms. Bring your friends, bring your family, or jump in solo - we bet each one of you will enjoy playing.Thank you for being part of the journey and see you in Isola Sacra. ⚔️⚔️ Graphics:AMD FSR v3.1.5 support added⚔️ Performance:Major optimizations to Unity's physics engine integration, supporting our large amount of rigidbodies without the excessive performance costInteractive vegetation now supports GPU particles, sound events, with improved performance and reduced memory usageCloth simulation has improved performance and stabilityOur new pooling system is now used for all dynamic instantiations, for improved performance, reduced stutters, and reduced memory usageImproved fluid simulation performance and memory usageImproved performance of static Quantum entitiesImproved Map screen performanceOptimized Fog of War systemMesh trails rendering performance nearly doubledTime of day transitions no longer cause major stuttersOptimized the cost of the gameplay logic for creeps and trapsMany reductions in memory allocations to the Garbage Collection heap. This results in the large stall that comes from a Garbage Collection from occurring less frequentlyIntroduce clipping zones to reduce the amount of objects renderedReduce the amount of shadowcasting light and fogplanes in all areas and cinematicsReduce the amount of barely visible objectsReduce the amount of unique texturesReplace assets that were barely used with alternatives to reduce draw callsImproved performance on various VFXImprove memory used for audio⚔️ Quality of Life Improvements:Danos projectsReal-world timers have been removed from Danos Projects and will now complete almost instantly; they now take 5 seconds to completeDanos’ Workers project has been removedA new progress bar that counts down the 5-second completion time has been addedThe timing of when attacks are queued up has been slightly changed so that it is less common to queue up an unwanted attack after the last hit of a comboWhile gathering resources, an indicator will now show when to perform your input via the Stamina WheelGood & Great strikes have been removed from gathering resources to streamline perfect gatherBase stamina regeneration was raised from 30 to 35Running attacks can be activated by holding A while not movingInformation Tooltips have been added to some Enchantments and all Facets, which explain exactly what they doThe Whisper fast travel screen will now display a counter for how many whispers you have discovered within the zoneImproved highlight for Settings navigation so that it's significantly easier to tell which page you are onCrafting Tables now only have two tiers. Tier 1 Crafting Tables will be able to craft Tier 1 & 2 itemsOre drops from nodes are now easier to see when they fall on the groundNew tutorials have been added for the new features introduced to the game, as well as improving on tutorials already presentAdded an option to show the exact amount of health and focus you have as a number over your focus meterShields now show the stamina regeneration penalty they incur while they are being actively heldAdded a preview for weight differences when equipping/de-equipping gearAdded a training dummy to the upper section of SacramentBounties & Challenges weeklies now have less chance to give only bounty-exclusive items, so players can get a better variety of items each timeMoved the Risen Raid & Beasts of Burden bounties from the entrance/exits of Sacrament to other locationsEnemies that are blocking player attacks with shields, now have block hit reaction animations, giving clear feedback when you connect with them.Eating food/Drinking potion animation no longer hide the player weapon, making this experience more immersiveAdded new animations for Heal, Channel, Return & Heal Aura, depending on which weapon is equippedAdded new cooking animations at bonfires, which change depending on the meal that is cookedCooking food on a cooking station now has a specific animationPlayer/Humanoid enemies now have specific fall animation when knocked off a ledge.⚔️Gameplay AnimationCooking food on a cooking station now has a specific animationPlayer/Humanoid enemies now have specific fall animation when knocked off a ledge.⚔️ Menus:Realm screen UI overhaulYou can now click on a realm, which will then display multiple options for that realmYou can see who is currently a citizen of the realmCrafting Table UI
Hey folks,
We hope you are all as excited as we are for the launch of No Rest for the Wicked’s Together early access update tomorrow (or today depending on where you are)! Here’s a sneak peak at the Patch Notes for what’s coming!
This update is a big step forward, with major performance improvements, smoother combat, clearer animations, deeper systems, and a long list of quality of life upgrades for both single player and co-op.
Tomorrow marks a new beginning for co-op in the ARPG and Souls like space with free private and persistent realms. Bring your friends, bring your family, or jump in solo - we bet each one of you will enjoy playing.
Thank you for being part of the journey and see you in Isola Sacra. ⚔️
⚔️ Graphics:
AMD FSR v3.1.5 support added
⚔️ Performance:
Major optimizations to Unity's physics engine integration, supporting our large amount of rigidbodies without the excessive performance cost
Interactive vegetation now supports GPU particles, sound events, with improved performance and reduced memory usage
Cloth simulation has improved performance and stability
Our new pooling system is now used for all dynamic instantiations, for improved performance, reduced stutters, and reduced memory usage
Improved fluid simulation performance and memory usage
Improved performance of static Quantum entities
Improved Map screen performance
Optimized Fog of War system
Mesh trails rendering performance nearly doubled
Time of day transitions no longer cause major stutters
Optimized the cost of the gameplay logic for creeps and traps
Many reductions in memory allocations to the Garbage Collection heap. This results in the large stall that comes from a Garbage Collection from occurring less frequently
Introduce clipping zones to reduce the amount of objects rendered
Reduce the amount of shadowcasting light and fogplanes in all areas and cinematics
Reduce the amount of barely visible objects
Reduce the amount of unique textures
Replace assets that were barely used with alternatives to reduce draw calls
Improved performance on various VFX
Improve memory used for audio
⚔️ Quality of Life Improvements:
Danos projects
Real-world timers have been removed from Danos Projects and will now complete almost instantly; they now take 5 seconds to complete
Danos’ Workers project has been removed
A new progress bar that counts down the 5-second completion time has been added
The timing of when attacks are queued up has been slightly changed so that it is less common to queue up an unwanted attack after the last hit of a combo
While gathering resources, an indicator will now show when to perform your input via the Stamina Wheel
Good & Great strikes have been removed from gathering resources to streamline perfect gather
Base stamina regeneration was raised from 30 to 35
Running attacks can be activated by holding A while not moving
Information Tooltips have been added to some Enchantments and all Facets, which explain exactly what they do
The Whisper fast travel screen will now display a counter for how many whispers you have discovered within the zone
Improved highlight for Settings navigation so that it's significantly easier to tell which page you are on
Crafting Tables now only have two tiers. Tier 1 Crafting Tables will be able to craft Tier 1 & 2 items
Ore drops from nodes are now easier to see when they fall on the ground
New tutorials have been added for the new features introduced to the game, as well as improving on tutorials already present
Added an option to show the exact amount of health and focus you have as a number over your focus meter
Shields now show the stamina regeneration penalty they incur while they are being actively held
Added a preview for weight differences when equipping/de-equipping gear
Added a training dummy to the upper section of Sacrament
Bounties & Challenges weeklies now have less chance to give only bounty-exclusive items, so players can get a better variety of items each time
Moved the Risen Raid & Beasts of Burden bounties from the entrance/exits of Sacrament to other locations
Enemies that are blocking player attacks with shields, now have block hit reaction animations, giving clear feedback when you connect with them.
Eating food/Drinking potion animation no longer hide the player weapon, making this experience more immersive
Added new animations for Heal, Channel, Return & Heal Aura, depending on which weapon is equipped
Added new cooking animations at bonfires, which change depending on the meal that is cooked
Cooking food on a cooking station now has a specific animation
Player/Humanoid enemies now have specific fall animation when knocked off a ledge.
⚔️Gameplay Animation
Cooking food on a cooking station now has a specific animation
Player/Humanoid enemies now have specific fall animation when knocked off a ledge.
⚔️ Menus:
Realm screen UI overhaul
You can now click on a realm, which will then display multiple options for that realm
You can see who is currently a citizen of the realm
Crafting Table UI overhaul
Every item type now has its own category & subcategory
Scrolls screen UI overhaul
Improved navigation in inventory and vendor-related UI
⚔️ Quests:
A Small Mercy now gives the Illumination rune as its quest reward and it's now a key item
A Small Mercy interior lighting pass to improve readability
⚔️ Game Modes
Unspoken Difficulty
Players will encounter more enemies throughout the game
No longer grants +20% experience gain
⚔️ Cinematics:
Lighting and effects polish on The Mainland cinematic
Lighting and effects polish on The Mountain Gate cinematic
Lighting polish on The Cerim Chamber cinematic
Lighting polish on Welcome to Sacrament cinematic
Lighting polish on History Will Remember cinematic
Lighting polish on The Sovann Circle cinematic
Lighting polish on The Inquisition Arrives cinematic
⚔️ Areas:
The Brine Vault
The Brine Vault within The Shallows has had its base zone level reduced to 15, down from 21
Mariner’s Keep
Northern Mariner’s Keep area has been polished so that the shiny traversal puzzle is smoother
Sacrament
The Hovel is a new house available in Sacrament once the “A Small Mercy” quest has been completed
Updated & polished Ilaria’s Tower
Updated & polished Danos’ Tower
Added puddles to Sacrament
Nameless Pass
The crane puzzle in Nameless Pass now moves 360 degrees
Bonded Witch has been removed from the geyser gauntlet area in Nameless Pass during Faith and Flame
During Faith and Flame, the Quarry will now have enemies present
Seline at the Gate now has a distinct local lighting state
Crucible
An arena in Crucible has been removed from the rotation, as there were multiple issues with the lifts that could cause the player to be unable to proceed
Improved clarity of a crucible arena that looked as if you could swim, but it was instead a killzone
Iona’s Cavern
Iona’s Cavern’s platforms that spawned once the player interacted with the Iona’s Bloom are now always spawned and able to be walked on. However, they are invisible until the Iona’s Bloom is interacted with.
Vines can no longer be grabbed if falling a far distance
⚔️ Vendors:
Vendor stock is now randomized and can contain a much wider variety of items relevant to the Vendor, similar to how Grinnich worked in The Breach update
Eleanor’s enchanting service now has a base cost of 1 silver, up from 50 copper. It is now also more expensive, the higher the item’s tier that is being enchanted.
Fillmore’s repair service is now more expensive, the higher the item’s tier that is being repaired
⚔️ Systems:
Multiplayer
Party System
Players will be considered in a group if they are near each other. You can tell if someone is part of your current group by the chain-link symbol & if their player portrait is fully visible
Enemies have increased scaling only when players are specifically in your group.
2 Players: +15% damage, +20% health
3 Players: +20% damage, +25% health
4 Players: +30% damage, +35% health
More enemies will spawn based on how many people are in your current group, which will dynamically update in your current zone
Bosses
New abilities have been added to Bosses, specifically in Multiplayer
Crucible
All players can enter the Crucible while it is active, until the first floor is completed
When you die in the Crucible after the first floor is completed, and there are other players within, you will not be able to re-enter until everyone has returned to the Atrium via dying or completing the Crucible
The amount of Traces received in the Crucible is reduced for every player present within the Crucible
Teleporting between Crucible floors will bring all players, but teleporting in the Reward Room at the end will only result in that individual teleporting back into the Atrium
Resurrection
Spend 50% life to resurrect a fallen ally
Multiple people can contribute towards resurrecting and split the life cost between each other
Upon resurrection, players receive a small grace period where they cannot take damage
Player Interaction
Trade & Inspect other players by walking up to a player and interacting with them
Friendly Fire
Players can hit each other with attacks. Friendly fire attacks will deal a significantly reduced amount of damage
Higher level players will also deal even reduced damage, to account for damage scaling
Housing
Guest System
House owners can set access permissions to their house via the signpost outside
Individual chest access can be edited on a per-guest basis
Guests can place housing items
Quests
A World State Change will occur when an area updates. Any player that is in a zone undergoing a World State Change will be notified and teleported to the closest Whisper while the zone updates
NPCs will only update location and state when there are no players nearby
Crucible
The Crucible is now accessed via a pool in the middle of the Atrium. Activate the pool via the Blood Altar and delve into the Crucible itself
Enemies in The Crucible are now able to drop loot
All echoes that skip chambers have been removed from the Crucible echo pool
The Compendium
The Compendium can be accessed via the Menu Selector (Tab/Menu Button to access)
Prior tutorials that the player has triggered will appear in the Compendium, where they can be re-read them at any time
Any cutscene that any player on a realm has triggered will appear in the Compendium afterwards
All scenes added to the compendium can be re-watched by any player on the realm at any time, even if they missed the scene when it first played
New Embers
Awakening Ember
Transforms a Common item into Magical rarity
Corrupting Ember
Transforms a Common item into Plagued rarity
Essence Ember
Stores an enchantment from an item & destroys the source item in turn. This creates a separate item called a Charged Essence Ember
Charged Essence Embers are one-time-use items that store enchantments. Extracted enchantments can be applied to new items as long as they respect the enchantment system rules (rarity, item type, one enchantment per-group)
Radiant Ember
Increases the enchantment power of a single enchantment
Sublime Ember
Exalts an item
Items can be exalted up to a maximum of 4 times total
Void Ember
Returns an enchanted item back to Common rarity
Exalting re-worked
Enchantments can no longer be chosen for exalting. Instead, a random enchantment will be selected to be elevated
An item can be exalted up to a maximum of 4 times
Items that have been exalted cannot be changed by any embers except Void Embers
Gems or Plagued Downsides cannot be a target for exalting
The cost of Exalting is now consistent every time “insert cost”
Exalt #1 - 1 Torn Sinew
Exalt #2 - 1 Torn Sinew & 1 Torn Marrow
Exalt #3 - 1 Torn Sinew & 1 Torn Marrow & 1 Torn Husk
Exalt #4 - 2 Torn Sinew & 2 Torn Marrow & 2 Torn Husk
Exalting raises an enchantment’s value by 25%. This can also raise an enchantment’s value past the normal maximum
Crafting
Significantly reduced the amount of materials needed to craft most items
Re-shuffled the materials needed to craft items
UI overhaul on all crafting stations
The vast majority of items in the game are now craftable, instead of having a limited pool of items that could only be attained via crafting, after collecting the recipe/blueprint
Scribe Table
Recipes & blueprints can no longer be attained and have been replaced by the Scribe Table
Visit Danos’ Scribe Table, or acquire one for your house, and research items that you can then craft
Researching items at the Scribe Table requires Research Papers, which you can find throughout Isola Sacra
To be able to research an item, you must first acquire it at least once within the world. Alternatively, you can randomly research an item within a specific category of the Scribe Table for a higher cost.
Refineries
Refining materials can now be made quicker by adding “Fuel” items to refineries
Coal & High-Density Coal can speed up the refining speed of Furnaces
Pine Sap, Spruce Sap & Birch Sap can speed up the refining process of the Sawmill, Tanning Rack & Spinning Wheel
The plague status effect (Infection) now grants lifesteal to the attacker and reduces healing for the one being attacked
Enemies can now be affected by multiple different ailments at the same time
3 Advanced Status Effects have been added to the game:
Searing
Dealing Fire damage to a plague-infected target will increase fire damage taken
Overload
Dealing Lightning damage to a burned target will create a powerful lightning AoE
Fester
Dealing Plague damage to a bleeding target will reduce buildup recovery speed
Fishing
Fishing spots will now give a wide variety of items
Perfect Strikes are now possible to do while fishing, which will give better loot on average
⚔️ Gear:
Weapons will now have an innate ability to do critical damage. The critical strike chance for a weapon will change depending on the weapon type
Bows are now main-hand weapons instead of off-hand weapons
They are now all different from each other, having different attacks, attack speeds and playstyles etc
Some bows will have different run attacks & roll attacks, similar to other weapons
Bows can now be equipped with Quivers to alter their attacks
Added 4 Quivers to the game
Add the descriptions for the quivers below
Blasting Quiver
Allows the wielder to fire explosive arrows with a Bow
Freezing Quiver
Allows the wielder to fire frost arrows with a Bow
Shocking Quiver
Allows the wielder to fire lightning arrows with a Bow
Blighted Quiver
Allows the wielder to fire blighted arrows with a Bow
Armor now has a stamina regeneration penalty and a focus gain bonus
The heavier the armor type, the higher the stamina regeneration penalty
The lighter the armor type, the higher the focus gain bonus
3 Unique Weapon Reworks
Proud Lance
Gain Momentum while Moving
Shock Buildup increased for each stack of Momentum
Damage Resistance increased for every 5 stacks of Momentum
Movement Speed increased
Cinder & Stone
Gain one stack of Furnace for 30 seconds after Rune Attack
Rune Damage increased for each stack of Furnace
Focus Cost increased for each stack of Furnace
Lacquered Bow
Gain one stack of Hunter’s Mark for 8 seconds after different Elemental Damage Dealt
Critical Chance increased for each stack of Hunter’s Mark
Stamina Cost reduced for each stack of Hunter’s Mark
Physical Damage increased if you have 4 stacks of Hunter’s Mark
Facets
Gear can now come with an innate modifier called a Facet that can change the way you interact with the item, or the way you build your character
Facets are rare at the start of the game, but become much more common the more you progress
Facets can appear on Common items, not just enchanted items
Facets cannot be changed in any way
Added 6 new Bows to the game
Answered Prayer
Balak Talon
Fungus Strung Bow
Siren’s Call
Twined Recurve Bow
Twinkling Short Bow
Added 6 new Bow Runes
Skyfall Shot
Glideburst
Flipkick Burst
Skyburst volley
Retreating Shot
Skybreaker
Added 9 new armor sets
Grifkin Set
Talon Set
Ragged Set
Hearthguard Set
Rootspeaker Set
Umbral Knight Set
Twine King Set
Wayfinder’s Set
Risen Brightburn Set
The Woven Ring has been re-worked. It no longer gives Endless Climbing. Instead, it will give increased Bomb Damage & a chance for bombs not to be consumed upon use
Some weapons & armors have been shuffled around between the different tiers
All items that used to be craft-only have been added to the normal item pool
⚔️ Enchantments:
Added and removed multiple enchantments. The official list of enchantments can be found here: Full List of Enchantments
Moved charge attack-based enchantments from weapons to other pieces of gear, as some weapons cannot perform charged attacks
Added Barrier enchantments to the game
Added Bleed damage and the Bleed status effect to the game, along with some Bleed-related enchantments
Bleed deals constant damage to moving targets
The legacy enchantment “Explosion on kill” has been changed to “Deal Elemental Blast Damage on Kill”
The legacy enchantment “Deal Damage on Damage Taken” has been re-worked to become “Thorns” instead
Added Critical Chance and Critical Damage enchantments to the game
Added “Gain Health on Damage Dealt Against Frozen Targets” enchantment to the game
Gems
Moved most conditional enchantments involving Full Focus, Low Health, Full Health etc to Gems
Added higher-quality “Mottled” gems to the game
Gems now have set values, instead of having a roll range
⚔️ Enemies and Bosses:
Added the ability to backstab most enemy types in the game, except Critters, Bane Moth & Torn Crawler
Elite and Bruiser-type enemies can only be backstabbed while they are in a poise-broken state
Elite enemies now have elemental infusions, depending on which faction they belong to
The Plagued, Prisoner & Gloam factions now have less plague resistance
Anti-Range abilities have been added to enemies
Some enemies will exhibit more aggressive behaviour towards players who use ranged attacks on them
Gloamking’s (Gloam Bruiser) attack hitboxes improved
Darak’s hitboxes have been improved
The Lost Huntress’ hitboxes have been improved
Added new crossbow animations to enemies
⚔️ Balance:
Quests no longer grant experience upon completion
Enemies now gain freeze build-up resistance for a short time if they have been afflicted by the freeze status effect recently. Actual elemental damage itself is unaffected.
Focus gained from parrying an attack now scales with focus gain
Parry grants 50 focus when an attack is parried, down from 100
Bosses are no longer fully staggered from parry
Parry punishment for missing a parry and subsequently receiving a hit has been added, so it is more difficult to land parries by simply spamming parries
Shatter damage reduced from 3 -> 2
Oils now also grant +20% damage to the corresponding element
Offering values at Whispers has been updated. Most items now have their own individual values, which differ depending on rarity, enchantment status, etc
Increased the amount healed from tier 2 & 3 simple meals
Chewy Steak increased from 100 to 120
Dracaena Dumpling increased from 100 to 120
Tomato Bisque increased from 130 to 170
Heal rune no longer scales based on character level
Heal rune health value slightly nerfed
Channel rune health-to-focus ratio has been slightly nerfed
Small shield focus granted from blocking an attack increased from 10 to 25
Fallen Ember & Gem drop rate has been lowered at the beginning of the game
Re-balanced backstab damage to better reflect each weapon’s type
Wolf’s bite & grab attack has had its damage reduced by 50%
The Nith Leviathan in The Swamp Rises bounty has had its health reduced
The Risen Raid bounty in Nameless Pass has had the amount of enemies you need to kill reduced
Weapons that were significantly underperforming or overperforming have been rebalanced
Weapons that were buffed
Whetted Wedge
Midnight Blade
Royal Hewn Axe
Festering Cleft
Entwined Root
All Is Known
Weapons that were nerfed
Shroudcleaver
Harvester’s Dread
Divine Scimitar
Huro’s Great Axe
Regal Cleft
Malice
Several spell runes have been rebalanced
Runes that were buffed
Fire Blast/Lightning Blast/Plague Smite
Charged Bolt
Fire Burst
Spin Strike
Frost Step
Cold Sling
Lightning Barrage
Plague Burst
Plague Launch
Runes that were nerfed
Frost Stream/Inferno
Converging Flame
Homing Frost
Fire Nova/Frost Nova/Shock Nova/Plague Nova
Fire Wave/Hail/Spark/Plague Wave
Frigid Arc
Armageddon/Plague Splatter
Hellfire/Glacial Spike/Thunderstrike/Pestilence
Scythe attack-stamina cost increased
Needle Spear’s last attack no longer grants focus on every single hit, but the weapon’s damage has been increased
Needle Spear’s run attack recovery is quicker
Reduced focus gain from Fused Coronet, as it was granting double focus on hits
Cerulean Blade’s combo has been slightly changed
Divine Scimitar’s normal attack combo is now more consistent with its damage throughout
Spliced Hammer has been altered so that it no longer does very low damage at the start and high damage at the end and is now more consistent throughout
⚔️ Music:
New Music for:
Plagued Bosses
Nameless Pass and Quarry
War Room
Potion Seller Cave
⚔️ Audio:
Mix
Enhanced audio mix for single and multiplayer
Combat
Improved burning damage-over-time content
Improved coverage of Rune animations
Enemies & Bosses
Improved Warrick boss battle coverage
Improved Winged Brood coverage
Environments & Interactables
Coverage for Riven Twins entrance animation
Expanded NPC audio coverage
Revised Whisper coverage for new animation
Improved coverage of upgraded vendor shops
Improved several climbable walls across multiple biomes
Improved environmental coverage in Hills Savor Lab
Improved Caylen gate environmental coverage
Improved coverage in A Small Mercy quest
Improved Crucible environmental coverage
⚔️ VFX:
Added Crucible entrance pool
Added Boss gate added
Added Channel rune effects
Added and improved shiny effects
Added and improved effects for Darak
Added and improved effects for Warrick
Added and improved effects for Lost Huntress
Improved effects for Caretaker
Improved ice element effects on weapons
Improved Iona Bloom screen effects in Potion Seller cave
Improved various melee weapon trails and impacts
Improved Whisper and its upgrade variant looks and interaction
Improved perfect hit effects for tools
Improved healing aura effect
Improved environment interaction on various impacts/explosions
Updated Nith Smoke Bomb effects
⚔️ Localization:
Added and updated localized text in many places across multiple languages
Polished localization for items and enchantments in Simplified and Traditional Chinese
⚔️ Bug Fixes:
Top Issues
Fixed the game client getting stuck at the Moon logo for some people
Fixed Lara at the Hunter’s Camp sometimes not proceeding during The Weeping Sisters quest
Fixed Nith corpses' ragdoll physics
Fixed a Scarlet Ring interaction with a Crucible boon, which kicked player to
main menu
Rendering
Fixed tree shadows not fading with the tree after cutting it down
Fixed artifacts from fog overlaying water
Fixed flickering of the player's light when DRS is changing resolution
Fixed sorting issues with dark silhouettes and other transparencies
Fixed flickering of per-vertex shadows using PCSS
Fixed visible seam in skybox rendering
Items
Fixed Max Focus Decreased & Max Health Decreased plagued downsides not working correctly with Scarlet Ring
Fixed numerous armor set problems, such as clipping, physics simulation, textures, etc
Enemies
Fixed Risen shield enemies’ animations sometimes not playing
Fixed Nith faction’s spit ability not slowing player after the enemy dies
Fixed enemy projectiles being able to shoot players when they are behind the enemy
Fixed Bears sometimes stretching on death
Fixed Nith Leviathan’s grab hitbox
Fixed Nith Leviathan sometimes idling for a prolonged period of time
Fixed Torn Crawler Ragdoll issues
Fixed Torn Crawler’s hitbox on its initial slam upon emerging
Fixed Risen Hedge Knight’s jump attack sometimes not targeting players
Bosses
Fixed Echo Knight’s Horse’s corpse not despawning on future Crucible runs
Fixed some of Echo Knight’s abilities tracking the player too accurately
Fixed Riven Twins’ sweep attack and weapon slam attack hitboxes
Fixed Warrick’s corpse sometimes staying in the air if he was killed as he jumps
Fixed some of Darak’s attacks being parryable in phase 2 when they were not meant to be
Fixed The Caretaker fight resetting if players blinked against the wall near the eastern fog gate
Remove the Torn Rat from Falstead Darak boss intro cinematic
Runes
Fixed Plague Splatter not triggering lifesteal
Fixed Stamina-based runes not triggering lifesteal
Fixed Spirit Burst sometimes going through and missing enemies at very close range
Fixed some spells missing if enemies were strafing slowly sideways
Fixed the Spin rune sometimes missing if used on a small-sized weapon
Fixed Knockdown Swirl pushing enemies so far back that the second attack doesn’t hit
Fixed Cold Sling’s projectiles missing if the player was too close to an enemy and if the player was too close to a wall at the same time
Fixed Ilaria's stamina runes not shattering
Fixed stamina-based runes triggering the Lose Focus on Focus Use corruption from the Plague System
Fixed Spiral Crash doing much more damage than intended
Fixed Cone Shot sometimes missing if they are on a lower elevation
Fixed Throw Knife & Throw Axe Runes not scaling properly
Fixed Static targeting Squirrels
Fixed Lightning Barrage projectiles sometimes missing enemies
Fixed Lightning Barrage projectile VFX staying mid-air beside character
Fixed Tremor Slam’s rune icon displaying incorrectly in the rune HUD
Weapons
Fixed Rogue Messer doing half damage on its run and quickstep/roll attacks
Fixed Nith Grovebinders’ 3rd & 5th hit often missing the enemy
Fixed Sun’s Scorn’s roll attack doing less damage than the run/quickstep attack
Fixed Cerim’s Skyrend’s second and third attack dealing the same damage
Fixed Sieger’s first and second attack dealing the same damage
Fixed Sieger’s first roll attack dealing more damage than the second
Fixed Huro’s Great Axe’s first attack missing enemies often
Fixed Shroudcleaver’s first attack missing enemies often
Fixed issues with arrows not hitting enemies on inclines
Fixed issues with Bow aiming & being able to miss enemies if the player is too close to them
Fixed Spalled Axe doing more poise damage than was intended
Fixed Bud of the Everlasting Tree’s first attack hitbox
Fixed Hoar Frost Sickle forcing you to quickstep if you dash attack and quickly release the dodge input
Fixed Amberhusk’s roll attack doing less damage than the run/quickstep attack
Fixed the last projectile of Flame Becomes Us, Nith Gate & Moon Shard often missing
Fixed the projectiles from normal wand attacks not granting focus
Fixed Governor’s Dagger’s second and third hits dealing the same damage
Fixed Azure Blade’s run attack dealing too much damage
Fixed Coiled Dawn’s first and last attack dealing the same damage
Fixed Sacrament’s Sun’s run attack doing half the damage of the roll attack
Fixed Ash Soothed Daggers’ first run attack dealing double damage
Fixed Shattered Sun’s last attack’s hitbox being too small
Fixed Brutish Cudgel’s attack combo lasting forever
Fixed Brutish Cudgel’s attack combo damage changing after the first combo is performed
Fixed parry sometimes missing SFX/VFX if an attack is parried at the very last possible moment
UI
Fixed selections disappearing if the player navigated to a different vendor screen multiple times quickly
Fixed the Crucible Echo screen selection resetting when the player moved their selection too quickly
Fixed footer type size being different when buttons were hovered over on the Main Menu
Fixed health bars appearing without resources/enemies being damaged
Fixed Spilled Blood having a quest marker when you have no Plague Ichor to hand in
Fixed the icon selection outlines on the Plague Ichor screen disappearing if the map is opened
Removed useless Sorting label in the footer of Fillmore’s upgrading menu
Fixed Perfect Strike damage number and text overlapping
Fixed mining nodes speeding up players’ gathering speed if the node was on 1hp
Fixed being able to press Create Realm without selecting a difficulty, causing the realm creation SFX to play, but not actually creating a realm
Fixed Danos Projects opening the quest log when pressing the Menu button/Tab when they are completed
Fixed being able to open menus just before the opening cinematic starts
Fixed being able to open the Menu Selector during NPC interactions
Updated multiple items’ tooltip text for clarification and spelling mishaps
Fixed character portrait turning bright blue during nighttime while indoors
Crucible
Fixed & re-balanced numerous Crucible Echoes
Fixed focus gain boons not updating the focus gain value on the stats page
Kill Streak Crucible Echoes now state that the damage increase they give is “permanent”
Enchantments
Fixed gear staying at base durability if it rolls a Durability Increased enchantment
Fixed Attack Stamina Cost decreased enchantments not working on weapon attacks that used a rune as part of their normal attack combo
Fixed shields not triggering On Stagger enchantments when staggering an enemy with a block
NPCs
Fixed many occasions where NPC’s text would instantly skip instead of revealing on input press
Fixed some NPCs turning very slowly
Fixed NPCs fishing lines sometimes extending way too far
Fixed being able to move NPCs if they were against a wall, by quickstepping/rolling between the NPC & the wall
Areas
Fixed multiple issues with vine-climb walls in areas
Fixed some boundaries where areas start/end showing the skybox, as they didn’t load early enough
Fixed being able to place objects by the door of your house
Fixed shinies being sunken into the furnace at level 2 Fillmore when refining materials
Fixed multiple issues with sidling that caused the player to become stuck
Fixed some ore drops instantly falling into water, or into a killzone
Fixed enemies being able to get into Sacrament if they were hit towards the city while they were at the boundary edge
Fixed collision on Eleanor's stairs, where player could get stuck on the ledge
Fixed being able to see water running down the inside of the environment within the cave near where players first spawn on The Shallows
Fixed bad visibility on the side ledge at the left Tower of The Shallows
Fixed the gate in Mariner’s Keep not raising if the player left to the main menu, or crashed when using the gate lever
Fixed being able to get out of world in Orban Glades near Darak’s arena
Fixed players getting kicked off a ladder in upper Orban Glades before the bottom if they held sprint
Fixed enemies being able to permanently aggro on the Sacrament guards during Of Rats and Raiders in Orban Glades
Fixed player being able to get permanently stuck behind the rug in Ilaria’s stand
Fixed a kill zone that was present on a wall in upper Orban Glades
Fixed being able to fall out of world in the Crucible atrium by walking into some walls
Fixed being able to get inside the wall and fall out of world when sidling against the Crucible Atrium entrance door
Fixed some enemy abilities in the multi-levelled Crucible arena appearing on the floor above
Fixed the objects in the Seneschal’s chamber jumping by themselves, before the cinematic starts playing
Fixed being unable to fast travel from the Crucible whisper unless Elsa is talked to first
Fixed stunt points for two platforms in a Crucible arena, so now enemies can correctly traverse between them without getting stuck
Fixed the last enemy in the Wolf Den spawning inside terrain during the Seen The Light bounty
Fixed ladder down to the prison arena becoming invisible at certain angles
Fixed being able to climb a wall at the start of Nameless Pass and clip into the environment
Fixed being able to jump from the bottom of the Quarry elevator to a higher platform and skip the crane puzzle
Fixed being able to jump directly from the ground to a crane’s platform and skip the whole Quarry puzzle
Fixed stretched water texture at the bottom of the Riven Twins’ cavern
Fixed being able to access the treetops without going through Marin Village by jumping on a Balak Taw nest
Fixed being able to get stuck infinitely falling on the west side of Marin Woods when jumping on a tree
Fixed Marin Woods foliage being affected too heavily by Perfect Strikes
Fixed being able to use the Blink rune to get through the Corruption in Marin Woods
Fixed being unable to climb on the fence in the Marin Village fields, which meant that the shiny on top of the well wasn’t unreachable
Fixed being able to get stuck in an infinite falling animation when climbing up a building roof in Marin Village
Fixed being able to climb the rocks and get out of world in eastern Marin Village
Fixed being climb over the corruption blocking the exit of The Temple of Day and Night and enter the temple
Fixed being able to get to The Temple of Day and Night too early by falling from Marin Woods down to a tree stump at the temple entrance
Fixed being able to bypass the corruption tendrils at the start of Marin Village by traversing rooftops and jumping over it
Fixed being able to climb over the northern wall at the Watermill in Marin Woods
Fixed being able to climb trees in western Marin Woods and get out of world
Fixed being able to get stuck behind plant pots by dropping from nests in the western treetops in Marin Woods
Fixed being unable to sometimes climb the Lowland Meadows Windmill
Fixed sky cutting through the environment at the Lowland Meadows vista point
Fixed blown-out fog at the edge of the cliff in Lowland Meadows
Fixed Whisper VFX stretching over the screen when teleporting
Fixed a flash of light appearing as a Whisper is activated for the first time
Fixed/Improved faders throughout the game
Fixed/Improved lighting throughout the game
Fixed volumetrics in Marin Woods that were washing out the screen too close to the camera
Settings
Steam Deck and ROG Ally X connected to TVs no longer select 4K as their default resolution
Audio
Fixed Raider enemy sometimes saying “Okay” upon death
Fixed ice and plague enchantment effects not playing
Fixed timing issue on Plague Bear tease in Lowland Meadows
Music
Fixed music bug in which some cinematic music would not trigger
Fixed music bug in which previous biome music would linger after fast travel
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